Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-06-04 | SCUMM: Fix music looping in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music instead of all sounds in music handling of AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Make sound completely silent for volume level 0 in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵ | Johannes Schickel | |
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience. | |||
2014-06-04 | SCUMM: Only reset rhythm state when music is stopped. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow music and sfx to be played at the same time in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music when requested in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Let music in AD code use the same HW channel allocation as SFX. | Johannes Schickel | |
2014-06-04 | SCUMM: Dynamically allocate hw channels for SFX in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow multiple SFX to be played at once with AD. | Johannes Schickel | |
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original. | |||
2014-06-04 | SCUMM: Clean up how SFX are stopped in the AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Properly unlock sound resources when reusing sfx slots in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further cleanup in AD SFX code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further refactor AD SFX code. | Johannes Schickel | |
2014-06-04 | SCUMM: Always work directly on Channel data in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Store hardware channel number explicitly in Channel structure in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Replace some more constants with named enum values in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix sfx resource unlocking in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Move notes into SFX channel structure in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Further SFX note related cleanup in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only keep music data variable for music around in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Introduce symbolic names for channel/note states in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Slight cleanup in SFX register code in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Small cleanup in SFX note setup in AD code. | Johannes Schickel | |
2014-05-27 | ALL: Introduce typesafe Debugger::registerVar functions. | Johannes Schickel | |
This also adds a FIXME to SCI which registered an enum type as int... | |||
2014-05-27 | ALL: Make Debugger command function names conform to our guidelines. | Johannes Schickel | |
2014-05-27 | ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd. | Johannes Schickel | |
2014-05-27 | ALL: Rename Debugger::DVar_Register to Debugger::registerVar. | Johannes Schickel | |
2014-05-27 | ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf. | Johannes Schickel | |
2014-05-13 | SCUMM: Remove "level" command from debugger. Replaced by "debuglevel". | D G Turner | |
This required a small amount of extra code changes to ensure that _debugMode is kept in sync when the debugger is used to change the level. | |||
2014-03-30 | SCUMM: Avoid potential issues casting invalid values to enum | Max Horn | |
A compiler could in principle decide that a ResType enum can never equal 0xFF or 0xFFFF, and thus incorrectly optimize the ScummEngine::saveOrLoad code. So check the value *before* casting it. | |||
2014-03-30 | ALL: Resolve multiple clang warnings | Max Horn | |
2014-03-18 | SCUMM: Fix bug #6009 "DC: FT/Dig - Sound disappears when VMU save fails" | D G Turner | |
This was introduced by fd3970aa52a0c7f411afdddfebad208f783281c8: Apply patch #2984508 - "GSoC: SCUMM stopped audio from playing while saving" This was not quite correct as if the save fails, the function exits without unpausing the engine, which resulted in sound and music remaining muted. This corrects the logic to unpause in all cases. | |||
2014-03-09 | SCUMM: Define symbols before actually using them in proc3ARM.s. | Johannes Schickel | |
2014-03-06 | SCUMM: Manually specify function alignment in ARM assembly. | Johannes Schickel | |
2014-02-19 | SCUMM: Some British to American english | Strangerke | |
2014-02-18 | SCUMM: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-16 | SCUMM: Janitorial - Remove trailing spaces | Strangerke | |
2014-01-18 | SCUMM: Fix some GCC warnings. | Johannes Schickel | |
2014-01-17 | Merge pull request #366 from clone2727/he-saves-target-name | clone2727 | |
RFC: Make HE games use the target name in all save files | |||
2013-11-27 | SCUMM: Small formatting fix. | Johannes Schickel | |
2013-11-27 | SCUMM: Cleanup querySaveMetaInfos implementation. | Johannes Schickel | |
This results in less code and also less I/O operations (including seeking). | |||
2013-11-27 | SCUMM: Slight cleanup in detection.cpp. | Johannes Schickel | |
2013-11-27 | SCUMM: Slight cleanup in savegame code. | Johannes Schickel | |
2013-11-27 | SCUMM: Remove unsued method loadThumbnailFromSlot(int slot). | Johannes Schickel | |
2013-11-24 | BUILD: Remove need for engine.mk in each engine directory. | D G Turner | |
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically. | |||
2013-11-24 | BUILD: Remove need for engine-plugin.h in engines. | D G Turner | |
This is now generated automatically by the configure script from the engine directory names. | |||
2013-11-24 | BUILD: Split engines/plugins_table header down to a file per engine. | D G Turner | |
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script. | |||
2013-11-24 | BUILD: Split engines.mk down to a single file per engine. | D G Turner | |
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine. | |||
2013-11-24 | BUILD: Split configure.engines down to a single file per engine. | D G Turner | |
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically. |